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1.
Sensors (Basel) ; 22(18)2022 Sep 18.
Artigo em Inglês | MEDLINE | ID: mdl-36146410

RESUMO

Adaptive systems and Augmented Reality are among the most promising technologies in teaching and learning processes, as they can be an effective tool for training engineering students' spatial skills. Prior work has investigated the integration of AR technology in engineering education, and more specifically, in spatial ability training. However, the modeling of user knowledge in order to personalize the training has been neither sufficiently explored nor exploited in this task. There is a lot of space for research in this area. In this work, we introduce a novel personalization of the learning path within an AR spatial ability training application. The aim of the research is the integration of Augmented Reality, specifically in engineering evaluation and fuzzy logic technology. During one academic semester, three engineering undergraduate courses related to the domain of spatial skills were supported by a developed adaptive training system named PARSAT. Using the technology of fuzzy weights in a rule-based decision-making module and the learning theory of the Structure of the Observed Learning Outcomes for the design of the learning material, PARSAT offers adaptive learning activities for the students' cognitive skills. Students' data were gathered at the end of the academic semester, and a thorough analysis was delivered. The findings demonstrated that the proposed training method outperformed the traditional method that lacked adaptability, in terms of domain expertise and learning theories, considerably enhancing student learning outcomes.


Assuntos
Realidade Aumentada , Navegação Espacial , Humanos , Conhecimento , Aprendizagem , Estudantes
3.
Educ Inf Technol (Dordr) ; 27(1): 229-241, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-34316285

RESUMO

The closure of educational institutions due to the COVID-19 pandemic leads imperatively to the utilization of technological advances and the Internet for enabling the continuity of learning. To this direction, Mobile Game-based Learning (MGbL) can be beneficial to teaching and learning; since, from technological perspective, most students prefer to use their mobile devices, such as smartphones or tablets, and from pedagogical perspective, incorporating gaming in educational process can boost students' motivation for learning and improve their learning outcomes. Hence, this study investigates learners' intention to use MGbL as an alternative educational practice during the COVID-19 pandemic, by modeling the pedagogical affordance of this technology and student interactions with it. As a testbed for this research, a MGbL application was used for the instruction of the programming language C# in higher education, during the lockdown period of 2020. The findings reveal that the MGbL technology has a significant and positive impact on student engagement and academic performance.

4.
Sensors (Basel) ; 21(11)2021 Jun 04.
Artigo em Inglês | MEDLINE | ID: mdl-34199918

RESUMO

Innovative technology has been an important part of firefighting, as it advances firefighters' safety and effectiveness. Prior research has examined the implementation of training systems using augmented reality (AR) in other domains, such as welding, aviation, army, and mathematics, offering significant pedagogical affordances. Nevertheless, firefighting training systems using AR are still an under-researched area. The increasing penetration of AR for training is the driving force behind this study, and the scope is to analyze the main aspects affecting the acceptance of AR by firefighters. The current research uses a technology acceptance model, extended by the external constructs of perceived interactivity and personalization, to consider both the system and individual level. The proposed model was evaluated by a sample of 200 users, and the results show that both the external variables of perceived interactivity and perceived personalization are prerequisite factors in extending the TAM model. The findings reveal that the usability is the strongest predictor of firefighters' behavioral intentions to use the AR system, followed by the ease of use with smaller, yet meaningful, direct and indirect effects on firefighters' intentions. The identified acceptance factors help AR developers enhance the firefighters' experience in training operations.


Assuntos
Realidade Aumentada , Bombeiros , Humanos , Intenção
5.
Entropy (Basel) ; 23(6)2021 May 26.
Artigo em Inglês | MEDLINE | ID: mdl-34073243

RESUMO

This paper describes an innovative and sophisticated approach for improving learner-computer interaction in the tutoring of Java programming through the delivery of adequate learning material to learners. To achieve this, an instructional theory and intelligent techniques are combined, namely the Component Display Theory along with content-based filtering and multiple-criteria decision analysis, with the intention of providing personalized learning material and thus, improving student interaction. Until now, the majority of the research efforts mainly focus on adapting the presentation of learning material based on students' characteristics. As such, there is free space for researching issues like delivering the appropriate type of learning material, in order to maintain the pedagogical affordance of the educational software. The blending of instructional design theories and sophisticated techniques can offer a more personalized and adaptive learning experience to learners of computer programming. The paper presents a fully operating intelligent educational software. It merges pedagogical and technological approaches for sophisticated learning material delivery to students. Moreover, it was used by undergraduate university students to learn Java programming for a semester during the COVID-19 lockdown. The findings of the evaluation showed that the presented way for delivering the Java learning material surpassed other approaches incorporating merely instructional models or intelligent tools, in terms of satisfaction and knowledge acquisition.

6.
Entropy (Basel) ; 22(7)2020 Jul 02.
Artigo em Inglês | MEDLINE | ID: mdl-33286506

RESUMO

Mobile personalized learning can be achieved by the identification of students' learning styles; however, this happens with the completion of large questionnaires. This task has been reported as tedious and time-consuming, causing random selection of the questionnaires' choices, and thus, erroneous adaptation to students' needs, endangering knowledge acquisition. Moreover, mobile environments render the selection of questionnaires' choices impractical due to confined mobile user interfaces. In view of the above, this paper presents Learnglish, a fully developed mobile language learning system incorporating automatic identification of students' learning styles according to the Felder-Silverman model (FSLSM) using ensemble classification. In particular, three classifiers, namely SVM, NB and KNN, are combined based on the majority voting rule. The major innovation of this task, apart from the ensemble classification and the mobile learning environment, is that Learnglish takes as input a minimum number of personal (i.e., age and gender) and cognitive characteristics (i.e., prior academic performance categorized using fuzzy weights), and solely four questions pertaining to the FSLSM dimensions, to identify the learning style. Furthermore, Learnglish incorporates adapted instructional routines to create an individualized learning environment based on students' learning preferences as determined by their style. Learnglish was fully evaluated with very encouraging results.

7.
Springerplus ; 2: 387, 2013.
Artigo em Inglês | MEDLINE | ID: mdl-24010044

RESUMO

This paper describes an e-learning system that is expected to further enhance the educational process in computer-based tutoring systems by incorporating collaboration between students and work in groups. The resulting system is called "Comulang" while as a test bed for its effectiveness a multiple language learning system is used. Collaboration is supported by a user modeling module that is responsible for the initial creation of student clusters, where, as a next step, working groups of students are created. A machine learning clustering algorithm works towards group formatting, so that co-operations between students from different clusters are attained. One of the resulting system's basic aims is to provide efficient student groups whose limitations and capabilities are well balanced.

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